It's useful context for translators but it generates very spammy diffs whenever
a line is added or removed, changing the comments for hundreds or thousands of
msgids needlessly.
We still have the file names so it's relatively easy to search in file to find
the location of the source string.
(cherry picked from commit dbfe36728e)
A summary of the tweaked descriptions:
* "get_camera_position()" is explains what the camera position is, and mitigates the confusion between this method and Node2D.position;
* "get_camera_screen_center()" links to the "get_camera_position" method;
* "reset_smoothing()" links to the "smoothing_enabled" propriety;
* "drag_horizontal_offset" and "drag_vertical_offset" link to their respective _enabled_ properties;
* "limit_smoothed" links to the "smoothing_enabled" propriety;
* "rotating" clarifies that the camera _view_ rotates when enabled.
Partially closes https://github.com/godotengine/godot-docs/issues/5417, as some of the issues described are no longer present in 4.0, or are not fully solved in this PR.
Further tweaks are welcome, as I'm afraid this could be a too verbose. A few of these could be split into their PR if necessary.
(cherry picked from commit 6cf2623a20)
Many assets include links in the description.
This change enables selection for the links,
and other information such as version numbers,
to be copied/pasted.
(cherry picked from commit 814a4ee434)
Remove upstreamed patches.
Re-apply padlock and uwp patches.
NOTE: We could replace our padloack patch with mbedtls 3452.
(cherry picked from commit 36d316876b)
When folders are moved/removed from the file system, the `.csproj`
may need to be edited to update the path of C# scripts or remove them.
If a C# solution has not been created, the `.csproj` file does not exist
and therefore there is no need to edit it.
Fix incorrect context usage for off-screen drawing.
Remove kCGLCEMPEngine, which is causing flicker.
Disable window redraw during resize, when rendering in the separate thread.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
New contributors added to AUTHORS:
Gallilus, Listwon, zaevi
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 58712e96ae)
There is no filtering on the Nintendo Switch Pro controller thumbstick, so there will frequently be events with very slight change. These are turned into "not pressed" events, which cancel "pressed" events from keys and buttons.
This change filters out up to 5% jitter, but it might be worth revisiting whether "not pressed" events should cancel "pressed" events.
* Adds proxy related methods for `HTTPClient` and `HTTPRequest`
* Adds `network/http_proxy/{host,port}` editor settings
* Makes AssetLib and Export Template Manager proxy aware